Actions and Tasks
The six Actions of the Tiletum Action Wheel, every Task you can do for free, the tile types, Completed Buildings and the map.
Action Points
The die you take gives 7 minus its value in Action Points (AP) — printed beside each die on the Action Wheel. Most Actions offer several options: pay their AP in any order, as many times as you like. You may leave AP unused, but you cannot save them. The Action Point counters only help you count.
All AP from the die go to the one Action next to it. A Completed Building adds its Bonus Action Points to that Action.
Architect Action
Each option costs 1 AP:
- Move your Architect to an adjacent space on the map.
- Put a Pillar from your supply on the Cathedral of the Town where your Architect stands — there must be an empty Pillar space, you may not already have a Pillar there, and the Town’s Cathedral must not be the unavailable one.
- Take one Bonus tile from the Town where your Architect stands.
Merchant Action
Each option costs 1 AP:
- Move your Merchant to an adjacent space.
- Put a House from your supply in the Town where your Merchant stands — an empty House space, and no House of yours there yet. If the space shows a Building Bonus, take it now (the map).
- Take one Bonus tile from the Town where your Merchant stands.
You may take several Bonus tiles from one Town if you pay 1 AP for each.
Character Action
Options:
- 1 AP — take a Character tile from the offer into your Storehouse; refill the offer at once.
- 1 AP — discard the whole Character offer and refill it; shuffle the discarded tiles back into the pile after refilling.
- 1 / 2 / 3 AP — move a Character from your Storehouse into an empty Room on floor 1 / 2 / 3 of your player board.
Placing Characters
- Your board has six Buildings with one, two or three Rooms; the rightmost is already occupied.
- One Character per Building: once a Character (same picture) is in a Building, all its copies go in that Building, and no other Building may hold it.
- Rooms can be filled in any order.
- When a Character enters a Room, take its bonus at once (top-left of the tile; every bonus is in Cards & Components).
- When all Rooms of a Building are full, take the House from its roof into your supply: you can build it with the Merchant Action.
Contract Action
Options:
- Printed AP — take a Contract tile from the offer, paying the AP shown under its space, into your Storehouse. The offer is not refilled until the end of your turn.
- 1 AP — exchange one of your Resources for a different one. The first exchange of your turn also gives you one bonus Resource of your choice (any type, even the one you gave).
At the end of your turn, slide the remaining Contracts right to close the gaps, then refill the offer.
King Action
Move your marker one space up the King track per AP. On an occupied space, put yours on
top. The highest space is +15.
Joker Action
Choose one of the other five Actions and spend all your AP on it. You cannot split them
between Actions. Your Bonus Action Points for the chosen Action apply. If the Joker segment has a
Bonus tile, that is the one you may take.
[Silver] The Joker Action can also become a Prospector Action (Prospect for Silver).
Tasks
At any time during your turn — before, between or after spending AP — you may pause to do Tasks, as often as you can afford:
- Buy a Resource: pay 2
Gold for 1
Stone,
Wool,
Iron or
Food. - Fulfil a Contract from your Storehouse (below).
- Place a Crest from your Storehouse (below).
- Build a Cathedral where you have a Pillar (below).
- Use a Helper from your Storehouse (below).
Fulfil a Contract
Pay the Resources shown on the Contract (a bag means any Resource; bags shown together must be
identical Resources). Move the tile to the leftmost open Contract space of your player board
and take the Pillar on that space, if any, into your supply. Score the
on the tile and on
the space you covered, and any other reward on the tile. With all six Contract spaces filled you
cannot fulfil or take any more Contracts.
Place a Crest
Pay
Food to move a Crest from your Storehouse to the empty Crest space under one of your
Buildings, then take that space’s bonus. The Building need not have Characters yet. You may never
have two Crests of the same family anywhere on your board.
| Food | Crest space bonus |
|---|---|
| 6 | Put a House from your supply in any Town (empty space, none of yours there) |
| 6 | Put a Pillar from your supply on any Cathedral (empty space, none of yours there) |
| 5 | Move your Merchant to any space |
| 4 | Move your Architect to any space |
| 3 | Gain any 2 Resources |
| 2 | Gain 5 |
Build a Cathedral
In a Town where you already have a Pillar — your Architect can be anywhere — pay the
Stone shown on that Town’s Construction Cost tile and take the top Cathedral tile. Score the
on both. You can contribute to each Cathedral only once.
Use a Helper
Use the ability of a Helper Bonus tile from your Storehouse, then remove it from the game. The tile leaves your Storehouse the moment you use it, freeing its space. You must finish one Helper before starting another, and you must actually do something with it (spend at least 1 AP).
Types of tiles
Crests
Light brown tiles of six noble families. They come on Bonus tiles and in the Contract offer, and go under your Buildings (Place a Crest).
Contracts
Blue tiles: the Resources at the top are the price, the reward is at the bottom. Most come from the Contract offer, some are Bonus tiles (Fulfil a Contract).
Helpers
Light beige Bonus tiles with a one-use ability: Resources,
, extra Actions or extra AP
(Use a Helper). Every Helper is in Cards & Components.
Completed Buildings
A Building is Completed when all its Rooms hold Characters and its Crest space holds a Crest. At once take the Bonus Action Points marker it shows (+1, +2 or +3 for a Building of 1, 2 or 3 Rooms) and put it on the matching Action — the one in the bottom-right corner of its Characters — around the Action Wheel. From then on that Action gives you that many extra AP every time you take a die for it (also through the Joker), including the Action you are doing right now. It never boosts a Helper or other effect.
The rightmost, pre-printed Building gives no Action bonus, but it counts as filled with Characters for scoring.
The map
- Towns have House spaces; spaces marked 3+ or 4 are used only with that many players.
- Road spaces count when you move but hold no Houses or Pillars.
- Building Bonus (House space with a Building icon): after building a House there, pick one of your Buildings with at least one Character and take each of its Characters’ bonuses once, in any order, skipping any you like.
House space: score those points when you build a House there.- Pillar spaces sit by each Cathedral. The Town with the unavailable Cathedral tile takes no Pillars this game.
- Bonus tile spaces marked with a number are used only from that player count up.